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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: reduceing compileing time for test maps
chk_bkusa_2
General Member
Since: Dec 1, 2001
Posts: 61
Last: Jun 5, 2003
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Level 3
Category: SoFII Mapping
Posted: Friday, Dec. 6, 2002 06:48 pm
Hi guys ive done searches for compileing info and have come up with little to help .Im lookin for ways to make compileing faster and reduce wait time for test map any tricks or tips for me or links of things to check for
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rEdrUmMDK
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Since: May 29, 2002
Posts: 6787
Last: Feb 12, 2009
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Category: SoFII Mapping
Posted: Saturday, Dec. 7, 2002 12:02 am
1. Don't use the sky texture till last.
2. Search the forum on Detail brushes.
Detail brushes are good just don't go overboard.
Stairs are hard on the compile. If you got stairs make them detail brushes. Like I said check the forum for threads on detail brushes and compile times. redrum's keep had 18 sets of stairs. One night it took ten hours to compile. Found info which advised to turn them into Detail brushes. After I did it was about 10 minutes to compile.
Backup Your Work or your Work will be gone.
http://www.modsonline.com
better red than dead
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brutus
General Member
Since: Jun 12, 2002
Posts: 845
Last: Nov 29, 2003
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Level 7
Category: SoFII Mapping
Posted: Saturday, Dec. 7, 2002 03:48 am
If you just want to see new additions to your map, use the FastVis-Nolight option.. this is the fastest compile,

If you need to check out lighting, use the FastVis Option.

FullVis should be used when you're done the structural brushes in your map and are moving in to create all the little details.. this will keep a more accurate tris count and frame rate than the fastvis

FullVis ExtraLight takes an extra gaussian (sp?) blur pass on the lighting stage to make the lighting look a bit "softer" which is supposedly more lifelike.
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chk_bkusa_2
General Member
Since: Dec 1, 2001
Posts: 61
Last: Jun 5, 2003
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Level 3
Category: SoFII Mapping
Posted: Saturday, Dec. 7, 2002 05:32 am
red what do you mean overboard with detailing ?
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elrich
General Member
Since: Dec 1, 2001
Posts: 9
Last: Dec 31, 2015
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Im a fan of MODSonair
Category: SoFII Mapping
Posted: Saturday, Dec. 7, 2002 02:55 pm
he means going too far with using lots of small brushes for details. All those small brushes increase compile times and can be avoided if you get creative with using textures in their place.

example: a texture that looks like the wooden moulding on a wall instead of making a separate brush for that.
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rEdrUmMDK
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Since: May 29, 2002
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Category: SoFII Mapping
Posted: Saturday, Dec. 7, 2002 03:28 pm
Say you make a set of stairs. Highlight every brush in the stairway and Rightclick the choose Make Detail. In redrums's keep I even made the Hedge maze all detail brushes. All the posts with the fires on them were detail brushes the little blocks on top of the walls were all detail brushes.
It is easier on the compiler and the game engine.
Backup Your Work or your Work will be gone.
http://www.modsonline.com
better red than dead
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rEdrUmMDK
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Since: May 29, 2002
Posts: 6787
Last: Feb 12, 2009
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Category: SoFII Mapping
Posted: Saturday, Dec. 7, 2002 03:35 pm
This is straight from the GTKRadian Manual on Detail Brushes.
Quote:
In Quake 2, this was a surface flag. In Quake III Arena, it is used on the brush itself. Detail makes a brush non-structural. This means that it cannot be used to seal the hull of the map world. Don't use it for wall, floors, or ceilings. If it is used as a hull, the map will "leak" when compiled. But it can be used on things that jut out away from the walls (as long as there is a structural brush behind it).
Detail has two beneficial effects:

1. Detail brushes are less likely to cause additional cuts to occur in non-detail brushes that they touch ... thus reducing triangle counts. This can help reduce frame rate.

2. When the compiler does Vis, it breaks the world up into many small volumes. Any break in the surface of the box that forms a room creates additional volumes that must be. Detail brushes don't create these breaks. Therefore, using them speeds up compiling.

Backup Your Work or your Work will be gone.
http://www.modsonline.com
better red than dead
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chk_bkusa_2
General Member
Since: Dec 1, 2001
Posts: 61
Last: Jun 5, 2003
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Level 3
Category: SoFII Mapping
Posted: Saturday, Dec. 7, 2002 04:00 pm
so pretty much everthing in the map but the 6 outside brushes can be detail as long as the top bottom and sides of the main map is sealed?
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rEdrUmMDK
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Since: May 29, 2002
Posts: 6787
Last: Feb 12, 2009
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Category: SoFII Mapping
Posted: Saturday, Dec. 7, 2002 04:24 pm
Once I had a floor in a building made into a detail brush that you would fall through like it wasn't there.
It was one of twelve identical floors. So don't go overboard with it. Also every face of a brush you can't see needs to have a caulk texture on it. That also is not rendered in game. If you go to the outside of the Main world what texture is on the outside in the gray area. That should also be a caulk texture. All these things make for a faster compile and faster game.
Backup Your Work or your Work will be gone.
http://www.modsonline.com
better red than dead
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brutus
General Member
Since: Jun 12, 2002
Posts: 845
Last: Nov 29, 2003
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Level 7
Category: SoFII Mapping
Posted: Saturday, Dec. 7, 2002 08:05 pm
The way to think of detail brushes is this:

Lets say for a moment your map contains the usual 6 outside walls to block the void. Then we have two buildings in the map, house + garage for ex.

The walls, roof, and floor of both the house and garage should be structural (Just like the real world)

These are all things that will block vis, (player cannot see through walls)

Stuff inside the buildings however, are not structural in nature and their existence is to add details to your map. Couch, workbench, TV, firepole, etc are all non-structural in nature and in most cases are not going to block vis, and as such should be made detail.

When you compile, the VIS process figures out what the player can see from where, and how to draw it. If everything is structural the compiler takes a little extra time in deciding if your couch is going to eliminate any views for the player.

Crouching behind a couch though will not stop the tris from being drawn. This means we know beforehand this is not structural and we can save the compiler some time by telling it, This is just detail.
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